Modern game accessories with an Old School feel!

Supernatural Gifts

The Fifth Edition Dungeon Master’s Guide lists Supernatural Gifts as reward in lieu of treasure that might be bestowed by a powerful creature or entity. These gifts are intended to match that list’s “Charms” in terms of game power. In the author’s game world, Thunderholme, characters can receive a supernatural gift in a number of different ways, from the normal way — performing a service for a powerful creature — to invoking the latent magic in a particular place to participating in dangerous, long-forgotten (and forbidden) rituals.

A creature can only have one supernatural gift bestowed on it at a time.

When you want to bestow a supernatural gift, roll on the Supernatural Gifts Table or choose the gift that makes the most sense for your story (or amuses you the most). 

Usage

Supernatural gifts don’t last forever. In fact, some of the gifts can only be used once (single-use gifts are clearly called out in that gift’s description). The other gifts have limited uses. Choose one of the following usage techniques. When you bestow the gift, make sure you inform the character’s player which one you want them to use!

Record Keeping. Each gift is usable 1d6 times. An exceedingly generous GM might permit 2d6 uses instead.

Usage Die. Each time the gift is used, roll 1d6. On a result of 1, the gift’s magic is spent.

Supernatural Gifts Table

d66 Gift

11 Uncanny Resistance. If you fail a save, you can use your reaction to choose to succeed instead.

12 True Sight. As an action, you gain true seeing, per the spell, for 1 minute.

13 Magic Resistance. You can use your reaction to grant yourself magic resistance for 1 hour. For the duration, you have advantage on saving throws you make against spells and magical effects.

14 Pacifist’s Path. For the next 24 hours, you can’t die barring interference by a magical artifact or deity. However, the gift’s magic only lasts if you don’t willingly do harm to another creature. If you directly and intentionally deal damage to a living creature, this gift immediately ends.

15 Remarkable Resilience. You can invoke this gift to be instantly released from:

  • Curses (including attunement to cursed items)
  • Levels of exhaustion
  • Conditions such as paralyzed or poisoned

Once you use this gift, it ends.

16 Damage Immunity. When you take damage of a particular type, you can use your reaction to gain temporary immunity to that damage type, including from the attack you’re reacting to. Choose any damage type that isn’t piercing, slashing, or bludgeoning. You become immune to that damage type for 1 minute.

21 Stormcaller. As an action, you can cast the call lightning without expending a spell slot or material components.

22 Damage Resistance. When you take damage of a particular type, you can use your reaction to gain temporary resistance to that damage type, including from the attack you’re reacting to. Choose any damage type. You become resistant to that damage type for 1 minute.

23 Combat Confetti. When you’re targeted with a melee weapon attack, you can use your reaction to cause a cloud of multi-colored confetti to burst out of you.The cloud causes the attack to miss. 

24 Personal Lumination. As an action, you emit faint light. For the next hour, the area around you is filled with dim light out to a radius of 20 feet, and magical darkness can’t manifest within that radius.

25 Changing Places. You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. 

26 Dampening Aura. As an action, you create a field of silence around you. For the next hour, unless you allow it, creatures within 5 feet of you can’t communicate without shouting and they can’t cast spells that have a verbal component. Creatures are aware of this when they move into or start their turn within the aura.

31 Step of the Four Winds. As a bonus action you can teleport to an unoccupied space you can see within 120 feet of you.

32 Iron Grip. When you grapple a creature, you can choose to use this gift. If you do, the grappled creature is also restrained, and has disadvantage on checks it makes to escape your grappling restraint.

33 Feather Step. As a bonus action, you activate your gift and rise up to 5 feet above the ground. This levitation lasts 1 hour, until you choose to end it, or are knocked prone, incapacitated, or rendered unconscious. Once you’ve levitated you can move through the air at your normal walking speed, avoiding difficult terrain, pitfalls, lava, and other dangers.

34 Healer’s Touch. As an action, you can touch a living creature and cause them to regain 3d8 + 3 hit points.

35 Deathly Touch. As a bonus action, you cause your hands to course with necrotic energy for 1 minute. For the duration, if you deal damage with an unarmed strike, the hit deals an additional 2d6 necrotic damage.

36 Draconic Breath. As an action you exhale a 15-foot cone of fire, cold, poison, lightning, or acid (choose one). Each creature in the area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the chosen type on a failed save, or half as much damage on a successful one. Once you use this gift, it ends. 

41 Karmic Retribution. When you are hit with a weapon or spell attack, you can use your reaction to deal 2d10 radiant damage to the attacker.

42 Warlord’s Fury. As a bonus action, you can activate this gift. If you do, for the next minute you add 2d6 damage of the weapon’s type when you hit with a weapon attack against a creature when an ally is also within 5 feet of that target. 

43 Intimidating Flourish. As an action, you activate this gift for 1 minute. For the duration, when you miss with a weapon attack, the target takes psychic damage equal to your proficiency bonus. This damage can’t be reduced or avoided in any way.

44 True Grit. When you’re reduced to 0 hit points, you instantly regain 3d8 hit points.

45 Escape Artist. As a bonus action, you can use the gift to automatically escape any nonmagical restraint or grapple. If magic is restraining you, the gift’s power allows you to make another save or ability check to escape.

46 Legendary Athlete. As an action, you activate your gift, which lasts for 1 hour. For the duration, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks. Additionally, when you make a long jump or high jump, you leap twice as far.

51 My Mind to Your Mind. As a bonus action, you activate your gift. For the next hour, you can communicate telepathically with creatures within 60 feet of you. You can only communicate with one creature at a time, and a creature must be capable of using at least 1 language. You needn’t share a language with the creature for it to understand you and you to understand it.

52 Inspiring Words. You can use a bonus action to give an inspiration die to a creature within 60 feet of you who can hear you. The die type is 1d10. Within the next minute, that creature can add the inspiration die to an attack roll or saving throw they make.

53 Devil’s Bargain. As an action, you can summon a succubus or incubus. The summoned fiend is friendly toward you and regards you as an ally, but acts on its own and doesn’t necessarily follow your commands. The fiend disappears after 1 hour or if it drops to 0 hit points. 

54 Healing Garden. As an action, you can choose a point on the ground within 30 feet of you. In a 10-foot radius centered on that point, wildflowers instantly grow, releasing a faint but wonderful scent that reinvigorates creatures that breathe it. Each creature within the radius regains 2d8 hit points.

55 Winged Feet. As an action, you cast the expeditious retreat spell on yourself, without expending a spell slot or components.

56 Troll Blood. You can activate this gift as a bonus action. If you do, for the next 1 minute, at the start of each of your turns you regain 2d6 hit points, provided you have at least 1 hit point. 

61 Adamantine Skin. When you’re hit by a weapon attack and take damage, you can use your reaction to activate your gift and reduce that damage by half. 

62 Ram’s Charge. As a bonus action, you can summon the power of your gift, which infuses you with the joy of battle for 1 minute. For the duration, if you move at least 20 feet before making an attack against a creature and you hit, you deal an additional 2d6 bludgeoning damage to the target and force them to make a DC 15 Strength saving throw. On a failure, the creature is knocked prone. A creature more than one size larger than you automatically succeeds on the save. 

63 Magical Interference. You can use your reaction to cast counterspell, without expending a spell slot or components. 

64 Leader of the Pack. As an action, you use your gift to transform into a dire wolf. You retain your Wisdom and Intelligence scores while in the wolf form, but otherwise utilize the stats and senses of the wolf. You remain in the wolf form for 10 minutes or until you’re reduced to 0 hit points. If you take damage that exceeds the wolf’s hit points, excess damage is dealt to your true form. 

65 Slayer’s Delight. As a bonus action, you activate your gift. For the next 1 minute, whenever you reduce a creature to 0 hit points you regain 2d6 hit points. If you’re already at your maximum hit points, you gain these as temporary hit points.

66 Elemental Fury. As a bonus action, you are suffused with the elemental power of your gift for the next 1 minute. Choose a damage type: fire, cold, lightning, acid, poison, or thunder. For the duration, when you score a hit with a melee weapon attack you deal an extra 1d8 damage of that type. 

Art (c) Dean Spencer, used with permission. All rights reserved.